Posted May 30, 2021 by DrFuff
Differences from concept:
There are many similarities to what the concept contained compared to what has now been implemented with the area with the least alignment being the AI which was stated to be more complex to make it easier for the player. I did not get to do many of the extra things I would have liked to do with the game but I managed to remove most bugs to get a solid working game instead.
Feedback:
Feedback was received at a point where the game was not fully implemented yet. The player initially had no real goal or score to achieve and no game over state. Instead the testing focused on the quality of the animations and how the players would consider the potential difficulty without those things. Later worded questions for feedback would ask the tester what new features they would like to see in the game so I could get an idea on what to work on apart from the obvious things.
Form questions referenced can be found here: https://drfuff.itch.io/super-stompy-kaiju-revenge/devlog/254781/testing-form
Q1 - “do you play many beat’em’up arcade games” turned out to hold no weight in the feedback considering that there was no way to link the answers with the rest of the feedback. Otherwise, the majority had played a beat’em’up game before with only a fourth reporting they had not.
Q2 - this information was very easy to interpret with 66% saying the walking speeds were fine and the other 33% being evenly split between the characters being too fast or too slow. No changes needed to be made here.
Q3 - Over half of the testers said that there should have been more variation in the attacks to make them harder. There was a sort of some difficulty but I could understand that the game may have been more fun with other enemies types. I could easily change the colour of one and give it a faster speed at least.
Q4 – Over 90% of the testers agreed that there was enough detail in the characters to understand what they were doing. I was a bit worried about this and raised the dimensions of the kaiju because of it so I wanted to make sure it was right. Turned out I didn't need to worry about it now.
Q5 – 75% strongly agreed that stomping enemies was satisfying. Being the main purpose of the player in the game, this was a requirement for a successful product. Adding the screen shake animation was part of this.
Q6 – 50% of the testers strongly agreed that "the attacks were at the speeds that they should be" with another 33% reporting that they agreed. No changes were made to the animations but they could have been changed if the players believed the length of the attacks were too long or if the kaiju's walking animations were too different for the speed it was going.
Q7 – Question 7 was harder to interpret with most testers reporting that they had trouble avoiding the attacks of the enemies. I wanted to make it difficult but being an experienced player of 2D beat’em’ups, I was unsure if the speeds of the attacks would be too fast. After a while I decided, considering that the weighting was more on 2 and 3 with 1 being undoable and 5 being extremely easy, that this was ok to leave as it was.
Q8 – 50% of testers agreed that the animation of the kaiju getting hit was enough to tell that they had been hit with an attack with another 25% in the middle. However, none and put down that as a “strongly agree” and I felt it was important that the indication was obvious, so I added a new effect to when the Kaiju got hit. Now the kaiju will flash to show that he is temporally invulnerable after taking a hit and his hit animation is slowed down.
Q9 – 9 out of 12 gave a response to this question. In summary, testers wanted to have more enemy variants and attack types or sounds. I didn't add sounds because that seemed like too much to add at that point and I didn't have much of an idea on how to make sounds or include sounds in Unity. As for the enemy Variations I considered making a yellow tinted enemy that would move slightly faster than the other characters so that the player would have to deal with it immediately. I also planned a third blue enemy that would attack from a distance with a longer start up then throw a punch that brought him part way across the screen but getting this right was difficult as that one could catch the player off guard and attack if his startup was done from outside the screen boarders.
Q10 – 8 out of 12 responded. This was more of a bug report to inspect if anyone else found bugs. There was 2 found; when the kaiju was not moving the enemies could not attack (which was fixed), and the screen shake. I had attempted to find a simple solution for the screen shake but I ended up not finding anything.
Q11 – In this worded question I asked if there was anything that I could add to the animations. This wasn’t a very well thought out question to be honest but the feedback that it got was nice. One person had an idea for throw animations but in my own opinion that seemed out of place for a game like this.
Assets:
Graphics:
Sprites and animations:
Font (external resource):
Manteka by Edu Araya
Edu Araya. 2012. Manteka.[Font] available at: https://www.behance.net/gallery/2846011/Manteka. [Accessed 30 May 2021].
Code:
Many scripts are originally based off ones found in tutorial work. Modified ones include:
Unchanged practical scripts are
My Assets:
Prefabs:
Bad
User Guide:
Super Stompy Kaiju Revenge
Control the kaiju by walking with the WASD keys and stomp using the Spacebar.
When the game begins, enemies will start to enter from either side of the street, coming towards you.
Each enemy can be killed in a single stomp, but the kaiju has 10 hit points which can be seen at the top of the screen.
When the kaiju gets hit, it will remain invulnerable for a short amount of time. Use this to get out of sticky situations.
Avoid getting overwhelmed with enemies. Being outnumbered puts you at a disadvantage and makes it harder to escape attacks.
Stomping an enemy is 10 points and you can even stomp multiple enemies at once.
Stomp as many enemies as you can before they can lower your health to 0 to get the highest score you can!